Monster
Ahmaergo
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Official reference · WDH · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 18 (plate)
- Hit points
- 143 (22d8 + 44)
- Speed
- Walk 25 ft.
- Challenge rating
- 9
- Alignment
- Lawful Evil
- Strength
- 20
- Dexterity
- 15
- Constitution
- 14
- Intelligence
- 15
- Wisdom
- 14
- Charisma
- 12
- Passive Perception
- 16
- Saving Throws
- str: +9; con: +6
- Skills
- athletics: +9; intimidation: +5; perception: +6
- Senses
- darkvision 60 ft.
- Languages
- Common, Dwarvish, Undercommon
- Resistances
- poison
Traits
Dwarven Resilience
Ahmaergo has advantage on saving throws against being poisoned.
Indomitable (2/Day)
Ahmaergo can reroll a saving throw that he fails. He must use the new roll.
Second Wind (Recharges after a Short or Long Rest)
As a bonus action, Ahmaergo can regain 20 hit points.
Actions
Multiattack
Ahmaergo makes three attacks with his greataxe.
Greataxe
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage, plus 7 (2d6) slashing damage if Ahmaergo has more than half his hit points remaining.
Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.